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1.02 spell nerfs: duration, cooldowns or both?


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#76
themaxzero

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All I want for Christmas is all the nerf herders, gravedancers and general similar malcontents packed in a box with a bow and shipped back to World of Warcraft... gods save us from vocal minorities that will harp, drone and warble until the experience is ruined for everyone.


Amen.

I love WoW (been playing it for years) but I wouldn't want to inflict is community values on anyone.

#77
Damar Stiehl

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Matthew Young CT wrote...

You know that's a bugfix right? It was always meant to drop, and indeed it was fixed for the console versions.
Most spells are supposed to drop like that.

If you don't want them to though the .xls with the flag is ABI_Base. Change the spell flag from 128/196 to 0 (or 64 if you want it to be dispellable still).


Well, good thing it's a single player game, we can disagree and still be friends... *manly hug* I love you man!! *snorf*

Thanks for the pointer though, keep rockin'. :)

#78
themaxzero

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Matthew Young CT wrote...

ETA: themaxzero: if you can't see the issue with a spell that completely debilitates an opponent affecting a boss, then I don't know how to explain it to you. It's an "I-win" button. I don't like those.


You don't seem to like anything which isn't tank and spank.

Anyone can increase the difficulty of the game if all you do is remove abilities.

Modifié par themaxzero, 08 décembre 2009 - 04:40 .


#79
Tirigon

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Is there a way to get to know how spell damage is calculated? Im feeling some spells are really too weak, but its hard to compare without the numbers, since the enemies resistences and all influence it.

#80
Matthew Young CT

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themaxzero wrote...

Matthew Young CT wrote...

ETA: themaxzero: if you can't see the issue with a spell that completely debilitates an opponent affecting a boss, then I don't know how to explain it to you. It's an "I-win" button. I don't like those.


You don't seem to like anything which isn't tank and spank.


Nope that bores me. I like CC. Just not on bosses.

Well, good thing it's a single player game, we can disagree and still be friends... *manly hug* I love you man!! *snorf*

Thanks for the pointer though, keep rockin'. :)

np, was just making sure you realised it was an actual bugfix, not a balance change. The code is all set up to nuke most sustains when you run out of mana, but it was barely working for some reason (only a few would drop but most have the flag). Personally I think it's bizarre to have a -10 degen spell *not* poof but whatever, gogo single player :P

#81
Aesir Rising

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Georg Zoeller wrote...

Comicbook guy: Worst .... Patch .... Ever!


Troll.

I think Prison 9 second duration changes the spell too much.  It's a single target spell that *might* get used for a knock down if you go with Force Field combo, but 9 second lock on a single target that fails a resist. seems under-valued for the spell tier, mana cost, and cool down timer.

If you wanted it for it's single-target damage, then I can see this as a buff since damage is being applied within a shorter time frame. But I personally liked it for it's cool/fun factor, and use with force field.  But then again I also like living bomb spell and regularly use it even though the target is often intermingled with my party.  Friendly fire be damned, I like the wet thud explosion.

#82
TheMadCat

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DragoonKain3 wrote...

*Sigh* How many times must I say that FF doing an aggro wipe on the target is easily as abuseable? Being able to do Feign Death on any party member (in conjunction with dispelling magics) is pretty darn powerful, considering Feign Death is 5 minute cd and only can be done on caster.

Really, 5 second duration, 10/15 second cooldown, with no aggro wipe. Lasts long enough to save the intended target in clutch situations, but not long enough to abuse AoEs on top of him. Sure it only lasts 1 second against bosses, but FF taking out an enemy boss long enough for you to deal with its minions is a wee bit too powerful.



I disagree, I much rather see FF last 30 seconds with a cooldown bumped up to 45 seconds perhaps, make it so it can't be dispelled, and have all enemies switch off him and engage whoever is next on the list so that it literally takes out a party member for it's duration instead of watching a dozen NPC's wail on a target with the "No Effect" message spamming away for 5 seconds while I heal him, rejuvenate him then let him go for 5/10 more seconds then rinse and repeat. It's main purpose should be to take an enemy out of a fight or a last ditch effort to save a party member at the cost of losing him for the duration of it's effect.

A party member with taunt on in a FF is the most powerful person on the field as he grabs all aggro and even 5 seconds is long enough to conjure up a AOE spell do kill them all with two archers in the back picking up the rest while sacrificing the one in the FF. So with what you suggested it would still be possible to kill off a dozen enemies with AOE/Ranged, just you'd have to sacrifice whoever is in the shield which in reality is no big deal.

#83
Matthew Young CT

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Tirigon wrote...

Is there a way to get to know how spell damage is calculated? Im feeling some spells are really too weak, but its hard to compare without the numbers, since the enemies resistences and all influence it.


Yeah dig through the 2das and scripts ;) Lucky for you others have already done this. Bibdy's tooltips mod changes all the tooltips to give accurate info (not updated to 1.02 though, hopefully he can now with Yaron's info).

#84
q0rra

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Crushing Prison: duration lowered from 20 to 9 (cooldown remains the same - total DOT damage remains the same)



Thank you. Seriously. Thank you.

#85
Hyunsai

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Matthew Young CT wrote...

Nope that bores me. I like CC. Just not on bosses.


You know what ? Even if it was the Tank that had an easy win ability and was nerfed, some people would complain like that : "you don't seem to enjoy anything but mages"

The only problem in this stuff is letting the players get used to broken spells for too long, and now that it's fixed (and even if mages are still the most powerful class though), it's like the world is falling appart...

#86
Aesir Rising

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Matthew Young CT wrote...
<snip> i just have a thing against dragons being paralyzed and such.


Well, if I'm reading the toolset files correctly, Dragons classed as Wyverns and Drakes are invulnerable to spell/talent scripts firing for:

Knockdown
Stun
Daze
Fear
Slip

Dragons classed as High Dragons are also invulnerable to:
Charm
Confusion

ArchDemon is also invulnerable to:
Disease
Sleep

Paralyze is handled by the game engine, not the script virtual machine, and I have no idea why that is, but that's what the spreadsheet says.  What this means to me though is that it's not as easy for a modder to go ahead and flag your dragons as invulnerable to EffectParalyze as it might be to flag a dragon class as invulnerable to EFFECT_TYPE_SLEEP.

This is all from effects.xls (C:\\Program Files (x86)\\Dragon Age\\tools\\Source\\2DA)

Anyway, I'm not really a builder. My only immediate interest re: the toolset has to do with modifying difficulty levels so that I can have my full friendly fire damage but without Hard and Nightmare mode's healing modifier.  You may have already known about the Paralyze effect thing - and maybe that's why you picked that is your representative example.  But there you go... a starting point for making dragons that can't be paralyzed.

#87
Broughden

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themaxzero wrote...

Matthew Young CT wrote...

themaxzero wrote...
No it would simply reduce the options with dealing with bosses from 2 to 1.

ya the options change from "make the boss completely useless and pound him to death" to "pound the boss to death while he tries to do the same to you".

i wouldnt be very upset at losing that first "option"


Whats next though? Some melee attacks are too strong, remove them. Healing too effective, reduce that. Pots too good nerf them (you already asked for that).

When we are doing nothing but auto attack with potions on 5 min CDs i'm sure Nightmare will be very challenging.

Of course the game loses all depth, flavour and is about exciting as watching paint dry.


Yes, but Matthew is AWESOME and must be challenged! 

#88
Magic Zarim

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Georg Zoeller wrote...

Comicbook guy: Worst .... Patch .... Ever!


I agree wholeheartedly with Comicbook guy! Now I'm forced to take on the Crushing Prison tree on all of my mages to win battles! (j/k)

#89
Staylost

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Matthew Young CT wrote...

why should you be able to CC a boss exactly?


I absolutely hate it in games when CC becomes entirely useless in boss fights. Or they sprinkle some extra bad guy minion help around for the singlular purpose of telling you "now it does have a purpose."

I am perfectly fine with very high resists, shortened durations, partial immunities (i.e. spirit damage for dps or sleep for CC), and toggled immunity (a mode that the boss can use for 10 seconds that makes them immune to all CC, but has a 30 second cooldown.

But in my opinion, total immunities to an entire tactic set like CC show a failure to create a more blah game experience. Just study DPS & Damage mitigation & ignore anything else. Lame, just like drinking lots of potions.

#90
Tirigon

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Ty Mathew. Sorry for being noobish, but what are 2da-files? ;-)

#91
Matthew Young CT

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studying dps etc isn't as lame as a win button, which is what disabling a boss is.

#92
Creature 1

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Matthew Young CT wrote...

studying dps etc isn't as lame as a win button, which is what disabling a boss is.

Disagree, I've never won a boss fight using a single cast of one spell.  If it's possible, the answer is not to remove the utility of magic totally, but to make the boss tougher in other ways--resistances, higher hitpoints, etc. 

Having a boss be unaffected by spells just makes the battle tedious.  -_-  Ok, my mage will just stand there and heal you all while you hack and slash to slowly wear down the enemy while chugging potions as fast as their cooldown wears off.  Sounds like most boss fights in Dungeon Siege 2.  Gee, if you get enough potions and set up the right tactics, maybe your party could kill the boss unattended while you go get a snack from the kitchen. 

#93
Lacan2

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Honestly, if any spell needed nerfing it was Mana Clash. I never chose that spell due to its power (Glyph of Neutralization is sufficiently powerful), but it's an instant death vs. mages. Luckily, I played as a Blood Mage/AW, so when it was cast on me it looked like a dispel magic LMAO, but traditional mage PCs were probably one-shotted by this guy.

#94
Staylost

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Staylost wrote...

Matthew Young CT wrote...

why should you be able to CC a boss exactly?


I absolutely hate it in games when CC becomes entirely useless in boss fights. Or they sprinkle some extra bad guy minion help around for the singlular purpose of telling you "now it does have a purpose."

I am perfectly fine with very high resists, shortened durations, partial immunities (i.e. spirit damage for dps or sleep for CC), and toggled immunity (a mode that the boss can use for 10 seconds that makes them immune to all CC, but has a 30 second cooldown.

But in my opinion, total immunities to an entire tactic set like CC show a failure to create a more blah game experience. Just study DPS & Damage mitigation & ignore anything else. Lame, just like drinking lots of potions.


Matthew Young CT wrote...
i just have a thing against dragons being paralyzed and such.

I think it should be very difficult. But impossible, why? Magic likes dragons or something?

Let me tell you about my favorite moment from BG2.

Remember that big red dragon we all love to kill if we had a paladin in our group? Well, I filled up Jaheira's 1st level spells (11 of them) with that Doom spell that lowers all resists by 2 and stacks. I also gave my mage, Nahlia at the time (to be switched for Imoen), a bunch of those spell resistance lowering spells. And one more spell:
Polymorph.

I had Minsc & a Fire Elemental tank while Nahlia and Jaheira proceeded to remove all of the dragon's spell resistance and lower his saves by the full 22 (I think I threw a Greater Malison in there too so 26).

Then, as the Fire Elemental died and most of my tanks were retreating from being near death: POOF!

Big Red Dragon became a Squeaky Squirrel. I laughed & laughed so hard that I fell off my chair.
That is, until that squirrel spewed out a fireball in Minsc's face. Then I got mad at that little nut grabber and squashed him in a single round, because, well, he was just a squirrel now.

Best experience in BG2 ever.

My group wasn't particularly overleveled for the encounter, though we obviously didn't come here immediately after getting control. They just formed a very detailed a specific way to defeat the boss. If I had used only half the save lowering spells I did, the dragon would have resisted and killed my group.

I had to be both dedicated and creative in my strategy. That is what makes fighting bosses fun.

Modifié par Staylost, 08 décembre 2009 - 07:03 .


#95
NetBeansAndJava

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All great changes, I feel. I do think that blizz got a little too nerfed, though. Having tried it out, it isn't nearly as good of a CC, even w/ earthquake. Of course, 20sec freeze was just stupid, but 4 sec is almost nothing. I would prefer it to be twice as long... 8 sec would be balanced and useful, imo.

#96
Matthew Young CT

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Staylost wrote...
I think it should be very difficult. But impossible, why? Magic likes dragons or something?

All bosses, I just used dragons as an example. Reason: To make the game harder.

Let me tell you about my favorite moment from BG2.

Remember that big red dragon we all love to kill if we had a paladin in our group? Well, I filled up Jaheira's 1st level spells (11 of them) with that Doom spell that lowers all resists by 2 and stacks. I also gave my mage, Nahlia at the time (to be switched for Imoen), a bunch of those spell resistance lowering spells. And one more spell:
Polymorph.

I had Minsc & a Fire Elemental tank while Nahlia and Jaheira proceeded to remove all of the dragon's spell resistance and lower his saves by the full 22 (I think I threw a Greater Malison in there too so 26).

Then, as the Fire Elemental died and most of my tanks were retreating from being near death: POOF!

Big Red Dragon became a Squeaky Squirrel. I laughed & laughed so hard that I fell off my chair.
That is, until that squirrel spewed out a fireball in Minsc's face. Then I got mad at that little nut grabber and squashed him in a single round, because, well, he was just a squirrel now.

Best experience in BG2 ever.

I remember Chromatic Orbing the shadow dragon until it died. Yay for autofail on 1 rolls. Not.

My group wasn't particularly overleveled for the encounter, though we obviously didn't come here immediately after getting control. They just formed a very detailed a specific way to defeat the boss. If I had used only half the save lowering spells I did, the dragon would have resisted and killed my group.

I had to be both dedicated and creative in my strategy. That is what makes fighting bosses fun.

I would agree if there were numerous -resistance abilities in DA. But there aren't. So you're just fighting a RNG.

Incidentally, do people disagreeing consider Nightmare hard enough? If not, what would you prefer was changed to make it harder?

#97
themaxzero

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Matthew Young CT wrote...

Staylost wrote...
I think it should be very difficult. But impossible, why? Magic likes dragons or something?

All bosses, I just used dragons as an example. Reason: To make the game harder.

Let me tell you about my favorite moment from BG2.

Remember that big red dragon we all love to kill if we had a paladin in our group? Well, I filled up Jaheira's 1st level spells (11 of them) with that Doom spell that lowers all resists by 2 and stacks. I also gave my mage, Nahlia at the time (to be switched for Imoen), a bunch of those spell resistance lowering spells. And one more spell:
Polymorph.

I had Minsc & a Fire Elemental tank while Nahlia and Jaheira proceeded to remove all of the dragon's spell resistance and lower his saves by the full 22 (I think I threw a Greater Malison in there too so 26).

Then, as the Fire Elemental died and most of my tanks were retreating from being near death: POOF!

Big Red Dragon became a Squeaky Squirrel. I laughed & laughed so hard that I fell off my chair.
That is, until that squirrel spewed out a fireball in Minsc's face. Then I got mad at that little nut grabber and squashed him in a single round, because, well, he was just a squirrel now.

Best experience in BG2 ever.

I remember Chromatic Orbing the shadow dragon until it died. Yay for autofail on 1 rolls. Not.

My group wasn't particularly overleveled for the encounter, though we obviously didn't come here immediately after getting control. They just formed a very detailed a specific way to defeat the boss. If I had used only half the save lowering spells I did, the dragon would have resisted and killed my group.

I had to be both dedicated and creative in my strategy. That is what makes fighting bosses fun.

I would agree if there were numerous -resistance abilities in DA. But there aren't. So you're just fighting a RNG.

Incidentally, do people disagreeing consider Nightmare hard enough? If not, what would you prefer was changed to make it harder?


How about mods and self imposed limits?

I already don't use FF+taunt (self imposed limit). I also don't use any potions unless its a Dragon fight (Arch, Flemeth, High) and even then I limit to 1 per character.

No one forced me to I did it for myself.

#98
Haexpane

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I think I used CoC maybe 10 times the entire game

#99
TheMadCat

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How about mods and self imposed limits?

I already don't use
FF+taunt (self imposed limit). I also don't use any potions unless its
a Dragon fight (Arch, Flemeth, High) and even then I limit to 1 per
character.

No one forced me to I did it for myself.


I agree with this, but most people seem to have this foolish notion that the game MUST be attuned specifically to their personal preferences and style otherwise it's broken and flawed and they shouldn't have to restrict or change their play style to cater to the mechanics they personally don't agree with. So long as the AI is not abusing anything then I can work with it and play however I need to play without feeling like I'm "cheapening" the experience. I said in another thread I personally thought mage was mostly fine as was minus SS bug, lyrium pots, disorient, and a few other little things. Everything else I was able to correct and solve with house rules.

I'd hate to play a mage if it were built around MYCT's suggestions, it'd be nothing but a magical medic.

#100
Matthew Young CT

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themaxzero wrote...
How about mods and self imposed limits?

I already don't use FF+taunt (self imposed limit). I also don't use any potions unless its a Dragon fight (Arch, Flemeth, High) and even then I limit to 1 per character.

No one forced me to I did it for myself.

Same self imposed limits here. Still want it to be (considerably) harder. Admittedly I haven't looked into the difficulty mods much, mostly because I find it's fairly annoying keeping up with lots of mods when the game is still getting bugs squished and whatnot.

Maybe someone can make a mod where potions just don't exist and I can loot other stuff instead...

I'd hate to play a mage if it were built around MYCT's suggestions, it'd be nothing but a magical medic.

Hrm? You could still debuff and hurt it under my "rules"...

Modifié par Matthew Young CT, 08 décembre 2009 - 07:45 .